Firewatch Update [WIP]

Post » Sat Feb 19, 2011 1:42 am

This is a city mod I’ve been working on for almost 5 years (since Christmas ’05). The exteriors are finally complete. Still only a couple of interiors though. I’ve posted some screenies in the past, but below are the latest (a couple may be repeats). Some brief facts:

- This mod is located northeast of Vvardenfell, due east of Ald Daedroth (see map below)
- The city is on an archipelago consisting of 2 major and several minor islands, covering about 17 cells
- 188 buildings & 720 NPC’s
- This is an Imperial city, so it is similar in architecture to Seyda Neen/Caldera/Pelagiad (only MUCH bigger). It also has some pre-Empire Dark Elven (Hlaalu) districts, as well
- Vanilla Morrowind parts ONLY are used for statics throughout (architecture, flora, furnishings, etc.), as I wanted to retain the original Bethesda look, as much as possible
- Incorporated many 3rd party face and hair packs, and a couple of race mods for more NPC variety

Other mods and/or resources used which are visible in the screenies:
- Windows Glow by Max
- Asian race mod by Korana et. al., and the M'Harjaan race mod by Westly
- Minstrels by Ghan Buri Ghan
- Animations by RX-31
- A few articles of clothing from the Metal Queen Boutique (Canadian Ice) and Aleanne's Clothing & Armor
- Many, many wonderful face and hair additions by the likes of Emma, Qarl, Westly, Zul, UQForgotten, Don Salus, Loch, Melnibonean, WizThis, Ren and probably others...
- Invaluable scripting assistance with my NPC's from many on the CS forum (doesn't show, but no less significant!)

http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/Firewatch%20Map/FirewatchMap-COMPOSITELABELS.jpg

A few representative images:
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot6243.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot7874.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot8053.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot8841.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot10233.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot9897.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot1726.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot6327PS.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot9045.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot7580.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/ScreenShot9027.jpg

Click below for a much nicer presentation of all 38 images in a Photobucket slideshow (speed & full screen controls at bottom):
http://s1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/?albumview=slideshow

Although not my original goal, I've had requests to release this in the past, so I will probably go ahead and do that at some point. But given the number of interiors (not to mention quests) that have yet to be done, I may have to release it incrementally (e.g. as an exteriors only mod at first). I do have a rough story line and history written for the city, and factions, governmental institutions and NPC's in place to translate into quests, but since I am not good with writing scripts, that may be a ways off.....
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Jeffrey Lawson
 
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Post » Fri Feb 18, 2011 9:49 pm

Oh, I remember seeing this before. It looks awesome :thumbsup:
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lolly13
 
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Post » Sat Feb 19, 2011 4:16 am

Wow, there's so much attention to detail in this. Good work!
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Code Affinity
 
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Post » Sat Feb 19, 2011 12:14 pm

Looks good. That "side street" shot is especially nice, I like the colors there.
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Reven Lord
 
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Post » Sat Feb 19, 2011 4:31 am

looks great! love the detail!

I vote for a release when your ready :)
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Jeneene Hunte
 
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Post » Sat Feb 19, 2011 5:37 am

You have obviously put A LOT of work into this. And five years. I'm glad you've stuck with it that long! Kudos.

This looks amazingly detailed. Certainly a place I would love to explore.
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Ilona Neumann
 
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Post » Fri Feb 18, 2011 10:22 pm

My first time seeing it. Absolutely gorgeous! :bowdown:

The detail is incredible!



KF
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James Shaw
 
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Post » Sat Feb 19, 2011 7:12 am

Thank you all for the comments!

I have begun the process of cleaning this up a bit for a limited (exteriors only) release... I guess this should be considered a beta release, as I am hoping that a few brave souls would be willing to test it out for me first. But since I've never released an .esp before, I am not quite sure how best to go about doing it. Are there instructions anywhere on what to do? I know I have to package up all the various non-vanilla MW parts I've either added or copied/renamed (Icons, Meshes, Textures, etc.), but is it that simple? There's a lot of extra (unused) junk in those folders, too. Would I need to include ONLY the parts that my mod depends on?

Any advice would be welcome. Thanks.
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ruCkii
 
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Post » Fri Feb 18, 2011 10:18 pm

I'd recommend http://www.tesnexus.com/downloads/file.php?id=1540 for packaging it all up. I've only recently started using it, but it's worked well for me. :whisper:



KF
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James Smart
 
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Post » Sat Feb 19, 2011 12:48 pm

I have begun the process of cleaning this up a bit for a limited (exteriors only) release... I guess this should be considered a beta release, as I am hoping that a few brave souls would be willing to test it out for me first. But since I've never released an .esp before, I am not quite sure how best to go about doing it. Are there instructions anywhere on what to do? I know I have to package up all the various non-vanilla MW parts I've either added or copied/renamed (Icons, Meshes, Textures, etc.), but is it that simple? There's a lot of extra (unused) junk in those folders, too. Would I need to include ONLY the parts that my mod depends on?

http://escf.rethan-manor.net/index.php?topic=263.0 by ThreadWhisperer might help you.

In general, yes, you should only use meshes and textures that the mod actually uses. Otherwise, you are filling other people's computers up with stuff they don't want or need, which is really pretty unfair to them.
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tegan fiamengo
 
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Post » Sat Feb 19, 2011 12:13 am

Ah, and I forgot to say that those screenies are incredible. Really beautiful!
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BEl J
 
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Post » Sat Feb 19, 2011 1:38 am

There's a (I think) more up-to-date version of TESFiles on http://straygenius.com/index.php?title=TESFiles.

Another similar utility is http://www.brianhinckle.com/Overunity.html.
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Dezzeh
 
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Post » Fri Feb 18, 2011 11:55 pm

Yes...this is a BEAUTY...keep working on it!
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chirsty aggas
 
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Post » Sat Feb 19, 2011 2:49 am

Thanks for the suggestions (and compliments!). I will give TESFiles a try. I've attempted to use Overunity in the past, but just could not figure that thing out. No instructions, either (maybe I lost them?), and it was not very intuitive - at least not for me. Hopefully I have better luck with TESFiles! Thanks again for the advice.
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Suzy Santana
 
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Post » Sat Feb 19, 2011 9:53 am

For info, there's some instructions for Overunity on ThreadWhisperer's page that Larissa Mem linked to.
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latrina
 
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Post » Sat Feb 19, 2011 12:11 pm

Wow, this is some really nice work. I love the use of glowing windows too, it really adds a great deal to the atmosphere.

Seriously, kudos on this - I really like the work I've seen so far!
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Johanna Van Drunick
 
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Post » Sat Feb 19, 2011 9:14 am

a-ma-zing
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ladyflames
 
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Post » Sat Feb 19, 2011 8:52 am

Thanks guys/gals (for the comments). Here's another plug for Windows Glow: I've said it before (it's been a part of my mod since the beginning), that without the glowing windows, the buildings (and hence the entire city) look kind of... dead. At some point, I started noticing that most of my preferred screenshots were from the evening and night, and it was primarily because of WG.

The only negative is that the tavern model has some sort of glitch in it (there is some wierd effect going on with the wood parts), so wherever that one particular building appears, it still has blue windows on the 2nd story. If I was more skilled at that sort of thing, I'd have fixed it myself, but I wouldn't know where to start... :(

Dragon32/Larissa Mem: Thanks for the info on Overunity and the discussion thread. Having instructions does help(!) I haven't tried it yet, but may not need to, as I did a trial run with TESFiles, and that worked great.
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Nims
 
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Post » Sat Feb 19, 2011 10:34 am

Thanks guys/gals (for the comments). Here's another plug for Windows Glow: I've said it before (it's been a part of my mod since the beginning), that without the glowing windows, the buildings (and hence the entire city) look kind of... dead. At some point, I started noticing that most of my preferred screenshots were from the evening and night, and it was primarily because of WG.
Have you seen Colt17's addons for Windows Glow that cover http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7505 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7524?

The only negative is that the tavern model has some sort of glitch in it (there is some wierd effect going on with the wood parts), so wherever that one particular building appears, it still has blue windows on the 2nd story. If I was more skilled at that sort of thing, I'd have fixed it myself, but I wouldn't know where to start... :(
There's some info on that problem in this thread: http://www.gamesas.com/?showtopic=959039

Dragon32/Larissa Mem: Thanks for the info on Overunity and the discussion thread. Having instructions does help(!) I haven't tried it yet, but may not need to, as I did a trial run with TESFiles, and that worked great.
No problem, anything to help :)
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~Amy~
 
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Post » Sat Feb 19, 2011 5:26 am

Dragon32:

Many MANY thanks for the link to the 32.nif thread! After reading that, I downloaded NifSkope and not only fixed the tavern mesh (per Tetchy's instructions), but also brought up the brightness of the windows, as described by Silverglade. It took about 1/2 an hour to fix something that's been bugging me for over 5 years! I cannot thank you enough for that tip! My 4 taverns thank you, as well.

http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/Taverns/ScreenShot11293.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/Taverns/ScreenShot11298.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/Taverns/ScreenShot11313.jpg
http://i1181.photobucket.com/albums/x440/Maneki_99/Firewatch%20LIII/Taverns/ScreenShot11301.jpg

:D
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Nathan Hunter
 
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Post » Sat Feb 19, 2011 9:39 am

Hey I just thought of something. Isn't Tamriel Rebuilt also doing this area? Oh, and another question, is Firewatch a lore-correct city?
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I love YOu
 
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Post » Fri Feb 18, 2011 9:42 pm

Hey I just thought of something. Isn't Tamriel Rebuilt also doing this area? Oh, and another question, is Firewatch a lore-correct city?


Yes, TR is doing this area, including Firewatch. And yes, the city of Firewatch has been there from the beginning, in Arena (TES I), which would make it lore-correct. http://www.imperial-library.info/sites/default/files/gallery_files/mapbigtamriel1.1.jpg from the Imperial Library is a composite of the original game maps from Arena. Firewatch is at the upper right. TR's Firewatch location is in the lore-correct location (on the Morrowind mainland), unlike mine, which is on an island, and is a little NW of the original location. Mine started out on the mainland, but I only wanted to do the city, and not necessarily the surrounding countryside (where does it end?), so after about 6 months of work, I uprooted the whole thing and placed it on its present island(s). Don't know why it drifted northwest of its original location. :blush2: I think there was an issue of the in-game map cutting off at a certain y-coordinate grid line, and I might've moved it westward to avoid that glitch. Not sure, though.
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Christine Pane
 
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